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[MOD] Tactics Remix

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  • morpheus562morpheus562 Member Posts: 683
    edited February 16
    Tactics Remix official release for version 6.1 which brings the following enhancements:
    • Fixed enemies attacking neutral creatures.
    • Fixed Cause Critical Wounds to target a living actor instead of force casting on self.
  • deadinsidedeadinside Member Posts: 25
    edited February 18
    Having fun with the mod in IWDEE. Did a fresh install to the recent 6.1 yesterday. Been testing it, haven't gotten far with the game. The change of pace in encounters compared to even SCS is welcomed. Using only the Improved Enemies modules with some of the spell changes (spell chess, changes to Mantle and recommended IWDEE spell changes). A few issues and questions @morpheus562 :

    1. The Smarter Mages and Divine Caster modules have options of adding more spells or no extra spells. I assume the first option not only improves their AI but also gives them extra spells that a creature of their level would not have. Is that correct? Are these extra spells normal spells or something crazy like a 5th level mage casting 9th level spells?
    2. What enemies in IWDEE use HLAs? I assume some boss level enemies and maybe some in TotLM.
    3. Speaking of HLAs. Any chance of including them in the Tactics Remix package? I know they are in Skills and Abilities, but it would be more convenient to have them in a single mod.
    4. Is there a list or readme somewhere that specifies what buffs or improvements enemies get when using the Enemy Improvement modules? The website has brief descriptions but does not go into detail.
    5. I noticed that in the final Belhifet encounter the sprites for the golems are different. Did you change sprites for other creatures? Are these changes done for a technical reason? Any way of having the original sprites back?
    6. Also in the Belhifet fight. It seems to be bugged. In vanilla, when you land the killing blow the interface usually disappears and your party goes unresponsive, Belhifet levitates and sort of dies (an in-game cutscene of sorts). Here, the cutscene starts but Belhifet keeps on moving and attacking. He killed half my party before just levitating all of a sudden and dying. This happened both times I played that battle.
    7. Does the Improved Demons module also affect Belhifet and Yxunomei? I ask because Belhifet did not seem to act any different than from vanilla (he mostly just follows you and melees you to death). In SCS with the Improved Fiends the difficulty spike in very noticeable on Insane, with him teleporting all over the place and using special powers/spells.

    Great mod overall and it does not have any of the issues SCS does with IWDEE.
    Post edited by deadinside on
  • morpheus562morpheus562 Member Posts: 683
    deadinside wrote: »
    1. The Smarter Mages and Divine Caster modules have options of adding more spell or no extra spells. I assume the first option not only improves their AI but also gives them extra spells that a creature of their level would not have. Is that correct? Are these extra spells normal spells or something crazy like a 5th level mage casting 9th level spells?
    They will only have access to the spell levels they are able to cast, but they will just have more spells.

    deadinside wrote: »
    2. What enemies in IWDEE use HLAs? I assume some boss level enemies and maybe some in TotLM.
    Enemies that have the levels to use HLAs will use HLAs. This can be more mundane types as well as giants and such. Just expect when you get to later levels in IWD enemies may be able to use appropriate HLAs.

    deadinside wrote: »
    3. Speaking of HLAs. Any chance of including them in the Tactics Remix package? I know they are in Skills and Abilities, but it would be more convenient to have them in a single mod.
    No, if you want to use HLAs in IWD for the player then install Skills and Abilities.

    deadinside wrote: »
    4. Is there a list or readme somewhere that specifies what buffs or improvements enemies get when using the Enemy Improvement modules? The website has brief descriptions but does not go into detail.
    I would refer you to the readme with the brief descriptions.

    deadinside wrote: »
    5. I noticed that in the final Belhifet encounter the sprites for the golems are different. Did you change sprites for other creatures? Are these changes done for a technical reason? Any way of having the original sprites back?
    I update a lot of the enemy sprites to better represent and differentiate the various types of creatures. Iron, Adamantine, Juggernaught, Mithral and Shield Golems are all different and have unique animations to go with their respective golem types. Same with Stone and Clay golems are different and are represented differently. Additionally, many of the golems have ranged attacks which the original animations are unable to animate. The new animations do show these golems using ranged attacks. Other examples are Balors and Nabassu are very different creatures but share the same animation in the base game. I update Balors to better represent how they look in PnP and to be visually distinct from Nabassu. Lots more changes throughout to better align and distinguish creatures from one another.


    deadinside wrote: »
    6. Also in the Belhifet fight. It seems to be bugged. In vanilla, when you land the killing blow the interface usually disappears and your party goes unresponsive, Belhifet levitates and sort of dies (an in-game cutscene of sorts). Here, the cutscene starts but Belhifet keeps on moving and attacking. He killed half my party before just levitating all of a sudden and dying. This happened both times I played that battle.
    I don't remember encountering this, but I will take a look to see what is going on.
  • deadinsidedeadinside Member Posts: 25
    Thanks.
  • deadinsidedeadinside Member Posts: 25
    edited February 18
    Oh and another thing. Both my mage and bard seem to always be able to scribe scrolls. They have 85% and 75% respectively and have yet to fail. I'm playing on Insane with no mods that modify spell learning chances. Maybe it's just my luck.

    Edit: Never mind. Got my first failure. On a spell I actually needed to learn. Go figure. Heh.
    Post edited by deadinside on
  • Kensei_xXxKensei_xXx Member Posts: 433
    Hey Morpheus,
    I had some warnings on my latest setup with 6.1;
    uz4vdkxcy9t4.png
    mocc2w3hhmuv.png

    Didn't install further after the smarter dragons error.

    WeiDu log attached.
  • morpheus562morpheus562 Member Posts: 683
    Found the cause for both and it will be corrected in the next release.
  • morpheus562morpheus562 Member Posts: 683
    Tactics Remix official release for version 6.2 which brings the following enhancements:
    • Corrected some warnings/errors during install if EEex is not present.
    • Updated Portuguese translations from ANSI to UTF-8 format.
    • Corrected my spell tweaks component so it now updates scroll descriptions correctly.
  • Kensei_xXxKensei_xXx Member Posts: 433
    edited February 28
    I had an error message for 6.2 when installing the improved wolves component, "Dread Wolves need to be killed with fire or acid";
    e1ddf9xlud5x.png

    Installing the alternate setting on the other hand worked without issues.

    For the trolls component there is the same problem occuring;
    e9nkivm78cnc.png
  • morpheus562morpheus562 Member Posts: 683
    Likely it's a bad file.
  • Kensei_xXxKensei_xXx Member Posts: 433
    edited February 28
    Yeah, it's an axe from the "interesting items" mod, recently released here on the board. I bet the mod is not fully EET compatible and therefore causes an issue.
  • morpheus562morpheus562 Member Posts: 683
    No, it wouldn't have anything to do with EET. Something else is likely going on with the item.
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